now we have a BP node to get data from spacemice in game. Also got some help from a good fella over teamviewer to see how actually the wireless mice work, and I made some update on the processing of those devices, please report if they finally work or not. Thanks
I have the same issue as @Tim_c_cq . I can build the test project but when I turn on debug output I get Connected SpaceMice:0. I have a SpaceMouse Pro wireless. I have attached the hardware id for it if that helps. Please let me know if there is anything I can do to troubleshoot further. Thank you.
@adlord I was a complete idiot, I didnāt notice that my VID / PID pairs were incorrect for the wireless devices, fix is here: -SpaceMouse/releases/latest
With the 0.6.1 update my Spacemouse wireless now shows up. However the inputs do not seem to work correctly. Forward/backward, left/right and up/down all work OK. But the rotation seems to just go crazy and spin out of control with the slightest touch. I set both the translation units per sec and rotation degrees per sec to 5 so that it is more visible (otherwise it just looked like it spins very rapidly) and took a video clip. Once is starts spinning, rotating in any other direction does not seem to have any effect. Any suggestions?
<family friendly curse word>, itās a shame I donāt have the device, would you agree to a teamviewer session where I can debug this properly? (the details of which of course should happen on private messages/email) That would be a lot of help. Thereās already one discrepancy there which I see on your video that the debug message length is shorter than it should be, which raise some suspicions about my code already.
The spinning out of control thing is what I experienced as well. I modified the source code to accept data from the VID_256F devices (at least my own SpaceMouse Enterprise) and that is linked to in a Gist a few pages back. Hereās the link again: this code works for the SpaceMouse Enterprise. Itās from a few versions back so it may not match the code you have now. The data format is changed slightly for these devices, for some reason. I will admit that I am guessing that the VID_256F devices share a data format just like the others all share a common (and different) HID data format.
If I recall from looking at the code, it appears that the translation and rotation are now reported at the same time, instead of through different report IDs.
Does SpaceMouse.0.6.1.zip release work with UE4.23? Extracted all to engine/plugins/ and when launching UE4.23 get response "failed to load because module āSpaceMouseReaderā could not be found?
Iāll pull the source code and edit it to work with my SpaceMouse Enterprise as best I can. Iāll get it working with my device, then you can incorporate my changes into your codebase properly, because I guarantee Iām going to screw that part up.
Is that OK? thatāll be faster than a teamcenter session, I think.
sure, pull requests are always welcome. adlord also helped me test out some stuff and I managed to find a mistake I was doing in C++ (regarding polymorphism on value assignment or more precisely the apparent lack thereof)
anyway I had no time yet to compile a new version, Iāll do that Sunday.
aaah posted from wrong account again, soo as I said adlord helped me testing out stuff, and that also helped me uncover a major mistake I was doing regarding polymorphism. fixed now and he reported that said fix worked previous week. unfortunately I was busy with something else and didnāt have time to make proper release, will do that on Sunday. That said fix should also work for Enterprise too (it had the same protocol as the wireless ones)
Ok thatās fine. I took a look and could not figure out where it was going wrong - everything looked ok and you handled things far better than I would. I dunno where that polymorphism bug is, and I look forward to seeing it fixed.
I get packaging errors now when I try to build a project where I have the plugin enabled. This was the same with the āoldā plugin, but the new version didnāt behave like this beforeā¦
Guess Iāll try to locate the next to latest release and see if I can build projects again without having to disable the plugin.
well regarding this plugin I am hard core busy with something else until 2020 end of january, working on a project locked into UE 4.22 so Iām not going to build 4.23 anytime soon myself. Iāve planned a marketplace release but packaging the plugin yields a build error complaining about UWP stuff which I never mentioned anywhere in my source code so Iām 100% puzzled and clueless why that happens even when Iām whitelisting only windows (without UWP), mac and linux platforms. so that problem stopped me at making further progress at distribution. anyway, but building the plugin from repo yourself is incredibly easy if you have visual studio. If you donāt I canāt imagine how you can do anything in UE4 at all.
well just try to do what it tells you to do, put PrecompileForTargets = PrecompileForTargetsType.Any; into SpaceMouseReader.build.cs
anyone have a compile for UE 4.23 I did try to have a look at it in Visual Studio but Iām just a dumb ā ā ā artist and tutorials online where too general for me to hack through it,completely beyond me and I miss spacemouse unreal experience
so, i got it working, can hardly believe it but its the miracle of christmas come early. Iām sure these steps are probably rudimentary for some but I had zero clue and it was quite bash the button until windows wimpers, anyway:
Downloaded Windows Visual Studio 2019 (yes you will have to recover that password that you only use once every few years to login to your microsoft account to get VS 2019 running)
Got a message at some point about Windows SDK missing so downloaded the windows 10 version of that.
Got the Zipped file from the account : its on the wee tab that says clone/download
-SpaceMouse
Unzipped, then on the SpaceMouseTest.uproject right clicked and selected the Swith Unreal Version, choose 4.23
double click on the SpaceMouseTest.uproject and let it do its thing, all being well, test scene has opened and mouse working.
Then in the same folder it was lauched from, go into Plugins and copy the SpaceMouse folder to yer Program FIles/EpicGames/UE_4.23/Engine?Plugins/MarketPLace and paste it there
Start UE4 up in 4.23 and it should be loaded all being well.
Thanks again to the developer and hope to see it in the Marketplace soon, slainte
I am not very familiar with compiling so i donāt get what i have to do with visual studio? What file do i have to load in it? I tried your instructions but i get this error message ;
Running N:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=āC:/Users/wicked-logic/Desktop/UE4 3d connexion/UE4-SpaceMouse-master/SpaceMouseTest.uprojectā -game -rocket -progress -log=āC:\Users\wicked-logic\Desktop\UE4 3d connexion\UE4-SpaceMouse-master/Saved/Logs/UnrealVersionSelector-2019.11.26-15.19.01.logā
Discovering modules, targets and source code for projectā¦
WARNING: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
WARNING: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the āVC++ 2019 toolsetā component is selected in the Visual Studio 2019 installation options.
ERROR: Visual Studio 2017 must be installed in order to build this target.
You need to open up the visual studio installer click on modify and goto individual components and search c++ make sure both C++ 2019 Redist are selected maybe c++ cmake tools, c++ cli build tools v141 and msvc v142 vs 2019 c++ are checked and then hit modify. it will download and install. and will more than likely want a reboot, so do that, then do the right click on that uproject and select the unreal version. after it goes away then double click and it will say you need to build it for the project. do that. then check to see it working, then after close it. copy the folder from plugin. into your unreal versions /UE_4.23/Engine/Plugins folder.
Iāve only just seen your message, apologies. Hope the above advice has helped, only thing I will add is that I did have some form of visual basic installed previously so maybe there was some handover in my install of VS2019, apart from that it was the usual default next, next okā¦ as being a polygon monkey Iāve zero idea about the compiling, still amazed I got it to to work tbh
excuse my ignorance, but am I able to share this plugin that Iāve compiled for 4.23? Iāve just done a compile of 4.24 also and the testmap is working also